Prerequisites General knowledge of Studio covered in Intro to Studio Knowledge of scripting covered in Coding 2 Students should have completed Adventure Game - Upgrades Lesson Time 5 - 10 minutes Optional Handouts N/A Learning Objectives Practice game design by setting challenging, but fun numbers for the player's starting variables Design an environment by placing more harvestable items in the game world

Your game is almost ready for others to play! Before sharing your game, you’ll make some small changes to scripts, build out your world a bit more, and then playtest your game.

Change the Starting Player Variables

While making the game, many variables were set to small values, like the player’s starting spaces was 2. While this made it easy to test the game, this might not be the right number for players in their final game. Before sharing your game with others, it’s important that the variables in your game feel challenging, but fair. Getting the right numbers for a game will give players a more fun experience.

1. In ServerScriptService > PlayerSetup change the value of `Spaces`. A number between 6-10 is a good starting point.
```local maxSpaces = Instance.new("IntValue")
maxSpaces.Name = "Spaces"
-- 6 as a possible value for a player's bag
maxSpaces.Value = 6
```
1. In SellPart > SellScript, change the value of how much players get for each item. This is the number multipled by `playerItems.Value`. Try a number between 50 and 200.
```local function sellItems(playerItems, playerMoney)
-- 200 as a possible value for each item
local totalSell = playerItems.Value * 200
```
1. In Shop > BuyButton > BuyScript, change the starting values in the variables for `newMaxItems` (recommended 10-15) and `UpgradeCost` (recommended 500-1000).
```-- Possible values for a game
local newMaxItems = 15
local upgradeCost = 500
```
Thinking about Numbers in Game Design

Think about how many trips a player should make before being able to upgrade their backpack. For example, if you think two trips to collect items sounds reasonable, you can use that to set the price for the next upgrade. If each item is worth 100 and the player’s bag has 10 spaces, one trip will give them 1000 gold. Two trips would then give 2000 gold, so the upgrade cost could be 2000.

Add More Items to Harvest

Where you place your items will affect how much fun a player has getting them. Different placements and obstacles to getting items are two ways of making item collection more fun.

1. Add enough items into your game world, but don’t clump them together.

Needs Work - Items are clumped too much, meaning players won't explore

Improved - Items are spread apart and have small obstacles, a river between them.

Playtest Yourself or Get a Friend to Help

Each number that a game designer uses for something in their game is an educated guess based on what might be fun. Each part of your game should be challenging, but fair.

Giving a player 10 spaces to start with might sound fun, but you don’t really know until you test out the game. Always test your game to see if it feels fun, and ask friends to playtest it as well. As you playtest, think about these questions.

• Does the player have to walk a lot to find an item or are they too easy to find?
• Does the cost of upgrading feel too easy or too hard?
• Are there any bugs that you didn’t notice when making the game?